I definitely do NOT want to play as the princess herself, to make that clear. However, the title-giving princess should be of greater presence in Zelda Wii.

In Ocarina of Time, we saw Zelda as a child twice, and then at the very end of the game. In Twilight Princess, pretty much the same. I have no idea what role Zelda should play. Maybe they could change her character a bit more towards her Tetra-attitude (The Wind Waker) and have her be a happy girl that, at times, walks around in town. Or that, at least, can be visited at the castle at any given time. No hiding, no secrecy. I´d like to see some deeper conversation between her and my character. After all, they´re both part of the eternal Triforce-circle. But whatever, just give us more Zelda in Zelda.


Hand-to-Hand Combat

June 3, 2010

In every Zelda-game, Link eventually grows into a mighty knight, being able to make use of a ton of specialized items. Yet, take away these items and he´s defenseless. There, introduce hand-to-hand combat, Nintendo.


Of course, I´m not talking about in-depth fighting mechanics as if it was a beat’em up. But Link should be able to do so-me-th-ing, even without any items. Just as minimum means of defense against enemies. And if that´s really not enough, then simply introduce an item called “Power Gloves”, gloves that make Link´s punches powerful enough to turn his hand-to-hand combat into something useful.

Individual Lock-On

June 2, 2010

Ocarina of Time´s revolutionary lock-on system changed the whole video games industry. It´s time for an advance form of it.

It certainly is not a must, just some idea, but it´d utilize the wiimote´s pointer-function. Instead of just pressing the shoulder-button to lock-on an enemy, you point at an enemy and then lock on to him. But not just on the enemy in general, but on to the very part you pointed towards. That way you could target special parts of any enemy, for whatever reason – instead of having one general lock-on that simplifies any battle. Maybe it´s part of finding the enemy´s weak spot, maybe you can cut off/hurt an enemy´s arms/legs, stuff like that.

The Look-Out

June 2, 2010

High up places are almost always stunning sights. Looking at all the land to your feet.

A rather humble look-out

Ocarina of Time had the cliffhanger-jumps in the Zora realm and at the Gerudo bridge. But I´m talking about a real look-out, somewhere high above everything. If that´s a place in the mountains, a tower in the middle of nowhere, or on top of a floating island, doesn´t matter. I wouldn´t be wrong to have multiple, different look-outs, too. Just let me climb those places, and give me the satisfaction of taking a breath-taking look over the world. And maybe let me jump down, haha.

Different vision

June 1, 2010

I´m a big fan of changing vision, meaning, whenever your character´s vision changes, the on-screen visuals change as well.

Examples for that would be the Metroid Prime-games and items like the thermal visor or echo visor. Or for an in-series example, the wolf-vision from Twilight Princess or the Lense of Truth from Ocarina of Time. I´d like to see more stuff like that, preferably for optional use. These different visions could be the result of wearing a mask, a certain armor or maybe magic rings, to introduce a new kind of equipment. There could be all kinds of crazy visions, like “animal vision”, letting you talk to animals, while making it impossible for you to understand Hylian citizens anymore. Maybe animals´ appearance would change, too, looking more like real characters, while suddenly human beings all look kind of similar and creepy. And there could be typical vision-changing stuff like night vision. Play with the player´s mind, that´s what I want.

One of the big complaints about Twilight Princess was how none of the world of Hyrule´s citizens seemed to care about what was going on. That´s something that mustn´t happen again.

Ocarina of did this best, even if it was rather simple. Seven years pass, and the world HAS reacted to its turn for the worse. Hylian citizens fled to Kakariko, the farm was overtaken by that terrible guy, and Hyrule city was now ruled by zombies. The Zora-realm was frozen, the Gorons lived in fear of Volvagia and even Kokiri forest wasn´t save anymore. You really could feel and see the changes. The same has to happen in Zelda Wii, though it´d be nice if it could be done more smoothly, meaning, stuff happens, people start to wonder, more stuff happens, some people wonder more than others, until finally obvious stuff happens and people realize what´s going on. Whatever, just make sure the story that is most times about saving the world is not exclusive to Link only.

Leaving marks

May 31, 2010

It is probably not possible with the Wii´s current hardware, but I´ll post it anyway: The ability to leave scratch marks anywhere in the world.

What that means is that you take out your sword, approach a house wall or tree or whatever surface, and scratch something into it. Why leave such marks? It´d be both a fun feature to mess around with, as well as what the Nintendo DS-Zelda games already did, noting something that you need for later. The most simple example would be: You´re inside a dark, confusing labyrinth. You have no idea which way to go. What do you do? Well, scratch signs into the wall, showing yourself where you have already been. That way you could work your way out of the labyrinth. At the end of the game, you could look back at a game, completely individualized by your marks.

Haha, okay, think of this as a mobile, accessible at all times, place where Link aka the player can try out all of his abilities and items.

I have no idea how to visually present it. Maybe it´d look like those challenge-levels in Super Mario Sunshine, with quiet, moody sounds. It´d be a very artificially looking place, full of environments that let you make use of your items. In an advanced concept of that idea, you´d even be able to summon certain enemies as means of your training. Maybe a good comparison would be Super Smash Bros.´ target-test, where all your skills are required without actually playing the game´s main mode. So, it´d be much more than a tutorial. It´d be a place to train and to instantly access fun fighting or moving around, because, after all, you don´t have these things at your hand all the time while following the story.

The Claymore

May 30, 2010

I ´ve never been a fan of the idea of letting Link have several different kinds of swords. It would cheapen the Master Sword as you´d simply look for the most damaging sword. But what I liked was the Biggoron-sword from Ocarina of Time.

My real reason for wanting a Claymore like the Biggoron-sword (or even bigger) is because of how great and satisfying it most likely would feel to swing such a huge weapon with MotionPlus. And swinging it fast. I always wanted a game about the great BERSERK-manga series, so imagine swinging such a sword, and just as fast as character Guts does.


May 30, 2010

I already mentioned having the Invisibility Cloak from A link to the past, but that´s just a 100%-way of hiding yourself. Stealth should be part of the normal gameplay, too.

What I´m talking about is that enemies don´t automatically spot you once you´re close enough, even when they weren´t facing you. I want to sneak by them or do surprise attacks. But have some complexity to it: I also want to be able to hide again AFTER I have been spotted. So, let´s assume an enemy saw me, so I jump into high grass and crouch. Now I slowly walk within the grass, while crouching, away from where the enemy saw me last. And he will not automatically spot me or keep track of me. Think of the game Mini Ninjas. As I wrote in that other article, stealth-elements allow for a great deal of more gameplay-options and creating freedom. And they´re fun.